Criminal

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Income Skill, Social Skill The Skill to understand and work with the criminal underworld. The character can navigate the criminal network of a region and make deals or hire muscle to perform criminal activities.

Fence
The character can attempt to sell or buy things on the black market. Any item which is purchased on the black market has the Base Cost increased by half. When selling something on the black market, the character first sets the Difficulty of selling it. If the item is something ‘common’ (such as a simple sword) the Base Cost it can be expected to be sold for is equal to half the Base Cost of the item. If the item is ‘uncommon’ (such as an item from a foreign land) the Base Cost it can be expected to be sold for is equal to the Base Cost of the item. If the item is ‘rare’ (such as an item possessed by a specific individual and known to be ‘theirs’) the Base Cost it can be expected to be sold for can be up to the character’s Criminal Skill + Growth + 3. The Difficulty of the roll is equal to the number of points over the expected Cost that the character wishes to set the Cost at. The maximum the character can set the Cost is equal to their Growth + 3. In the case of ‘rare’ items, the character’s Difficulty is equal to the Cost they set. The roll is Social + Criminal. If the character succeeds, the Resource they get from the sold item is equal to the Cost + Successes. Fencing takes a number of hours equal to the Cost of the item being sold or purchased. Also, the character may wish to find insurance (see below).

Recruit
The character can attempt to recruit people to do them a favour. The character makes a Results Roll with the Difficulty and Resource Cost being the number of henchmen the character wishes to recruit. The character rolls Social + Criminal, and may spend additional Resources for bonus dice on the roll as normal. The character gains a number of Exceptional Traits equal to the Potency to apply to each henchman recruited. The henchmen can be assigned one ‘job’ which they will perform to the best of their ability, though a henchman will only work for a maximum number of weeks equal to the character’s Growth before they must be re-hired. Re-hiring is a Resource Cost equal to the original Resource Cost, with a Social + Criminal roll used to reduce the Cost as normal. It takes a number of hours equal to the Difficulty to recruit. Also, the character may wish to find insurance (see below).

Insurance
A character who is attempting to use the Criminal, Socialize, or Streetwise Skill may wish to protect themselves against being discovered. This is called Insurance and the character spends 1 Essence while using the Skill. The time it takes to use the Skill doubles.

Someone attempting to find the character rolls their Social and either Criminal, Socialize, or Streetwise Skill as an Passive Roll. The character reduces the Successes by their Resolve, and if the character paid the Essence for Insurance, also subtracts their Skill. If there are any Successes remaining, the person looking for them has a lead and can attempt to find the character.

With one Success, they have a rough description of the character. With two Successes the person has a good description of the character. With three Successes the character has the name the character was going by.

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